Remove hardcoding for mob spritesheets in renderer
Big Bad Waffle: @notme custom sprites is possible by setting the mob's sheetName and cell in the zone file. I should note that while this will work for bosses (bigger than 8x8), there will be issues with how it renders and flips because the renderer hardcodes which sheets have big sprites
buildObject: function (obj) {
let w = 8;
let h = 8;
if (obj.w) {
w = obj.w / scaleMult;
h = obj.h / scaleMult;
}
let bigSheets = ['bosses', 'bigObjects', 'animBigObjects'];
if ((bigSheets.indexOf(obj.sheetName) > -1) || (obj.sheetName.indexOf('bosses') > -1)) {
obj.layerName = 'mobs';
w = 24;
h = 24;
obj.w = w * scaleMult;
obj.h = h * scaleMult;
}
Big Bad Waffle: there's also an issue in spawners when the spawn point is registered:
if ((blueprint.sheetName !== 'mobs') && (blueprint.sheetName !== 'bosses'))
return;
Big Bad Waffle: I'd really appreciate if you could log the issue and fix it :p
Big Bad Waffle: basically, the resources config needs to tell the client which sprites are big
Big Bad Waffle: so just like we have onBeforeGetResourceListwe need one for sprite sizes too
Big Bad Waffle: This ties into different sprite sizes but that's a much bigger change
Different sprite sizes: #27